Пример #1
0
        public void Initialize()
        {
            PhotonPlayerHandler.OnLeftAsObservable()
            .Where(_ => !MainStateEntity.Check(MainState.Wait, MainState.Result))
            .Where(_ => PhotonNetwork.IsMasterClient)
            .Subscribe(_ => ChangeStateError())
            .AddTo(Disposable);

            MainStateEntity.OnChangeStateAsObservable(MainState.Error)
            .Subscribe(_ => Disconnect())
            .AddTo(Disposable);
        }
Пример #2
0
        public void Initialize()
        {
            AudioPlayer.Play(AudioType.Main1);

            WaitLeaveRoomButtonHandler.OnDownAsObservable()
            .Where(_ => MainStateEntity.Check(MainState.Wait))
            .Subscribe(_ => LeaveRoom())
            .AddTo(Disposable);

            PhotonPlayerHandler.OnEnterAsObservable()
            .Where(_ => MainStateEntity.Check(MainState.Wait))
            .Subscribe(player => SetInfo($"{player.NickName} さんがルームに参加しました"))
            .AddTo(Disposable);

            // 待機中にプレイヤーの情報に変更があれば描画する
            Observable.Merge(
                PhotonPlayerHandler.OnEnterAsObservable().AsUnitObservable(),
                PhotonPlayerHandler.OnLeftAsObservable().AsUnitObservable(),
                PhotonPlayerHandler.OnUpdateCustomPropertyAsObservable().AsUnitObservable()
                )
            .Where(_ => MainStateEntity.Check(MainState.Wait))
            .Subscribe(_ =>
            {
                OnUpdatedPlayerList();
                PlaySE();
            })
            .AddTo(Disposable);

            // 人数が上限に達したらホストが状態変更のリクエストを投げる
            PhotonPlayerHandler.OnEnterAsObservable()
            .Where(_ => PhotonNetwork.CurrentRoom.PlayerCount == PhotonNetwork.CurrentRoom.MaxPlayers)
            .Where(_ => PhotonNetwork.MasterClient.UserId != null)
            .Where(_ => PhotonNetwork.IsMasterClient)
            .Subscribe(_ => ChangeReadyStateRequest())
            .AddTo(Disposable);

            PhotonPlayerHandler.OnLeftAsObservable()
            .Where(_ => MainStateEntity.Check(MainState.Wait))
            .Subscribe(player => SetInfo($"{player.NickName} さんがルームから退出しました"))
            .AddTo(Disposable);

            OnUpdatedPlayerList();
            SetInfo("3人揃うまでお待ちください コメントを変更することができます");
        }